;
;   CIVILIZATION CIVILOPEDIA TEXT
;   Copyright (c) 1995 by MicroProse Software
;
;   Altering the contents of this file may cause the
;   game to malfunction.
;

@PEDIAPICKCIV
@width=540
@columns=3
@listbox
@title=The Lorebook of the Empire

@PEDIACIV
@width=480
@title=Lore Advance
^^%STRING0
^


@PEDIACIVFACTS
^Allows government form of same name.
^Allows workers to build fortresses.
^Allows workers to build flyer nests.
^Allows workers to build roads.
^Allows workers to improve land.
^Increases the effect of shrines.
^Increases the effect of taverns.
^Worth bonus points.
^Increases ship movement rates by one.
^Improves wizard lore by 25%.
^Free lore for first kingdom to discover.
^Decreases the effect of Cathedrals.
^Cancels the effect of


@PEDIAPICKUNIT
@width=540
@columns=3
@listbox
@title=Unit Types

@PEDIAUNIT
@width=480
@title=Unit Type
^^%STRING0
^

@PEDIAUNITFACTS
^Can see units two spaces away.
^Ignores enemy Zones of Control.
^Can make sea attacks.
^Invisible to most enemy ships.
^Can attack flyers in flight.
^May be lost out of sight of land.
^Ignores City Walls.
^Can carry friendly air units.
^Can attack from the skies.
^Treats all squares as road squares.
^Defense +50% versus units with a movement factor of 2.
^Only undead governments can build.
^Destroyed after attacking.
^Defense +100% versus flying and undead units.
^Can spot enemy swimmers in adjacent squares.


@PEDIAPICKGOVT
@width=480
@listbox
@title=Governments


@PEDIAPICKIMPROVE
@width=540
@columns=3
@listbox
@title=Castle Buildings

@PEDIAIMPROVE
@width=480
@title=Castle Building
^^%STRING0
^

@;Palace
@PEDIAIMPROVE1
Where you live.
Eliminates corruption and waste.
and decreases it in all nearby areas.

@;Barracks
@PEDIAIMPROVE2
The barracks produce Veteran ground units. 
Ground units can be completely repaired in a single turn.

@;Granary
@PEDIAIMPROVE3
Only half of castle's food store 
is depleted when city increases in size.

@;Temple
@PEDIAIMPROVE4
Up to two discontented citizens are made content.

@;Marketplace
@PEDIAIMPROVE5
The serfs shop here.
Increases tax and luxury output.

@;Library
@PEDIAIMPROVE6
A place of knowledge.
Increases lore output.

@;Courthouse
@PEDIAIMPROVE7
Your town leader fights petty corruption. 
And the serfs more resistant to bribery by enemy spies. 
Under Mercantilism, one content citizen becomes happy.

@;City Walls
@PEDIAIMPROVE8
Unit defense is tripled versus ground attacks.

@;Aqueduct
@PEDIAIMPROVE9
Allows the settlement to increase beyond size 8.

@;Bank
@PEDIAIMPROVE10
Where the rich store their gold.
Increases tax and luxury output.

@;Cathedral
@PEDIAIMPROVE11
Makes four unhappy citizens content.

@;University
@PEDIAIMPROVE12
A higher level of learning is done here.
Increases lore output.

@;Mass Transit
@PEDIAIMPROVE13
Cures illness and eliminates pollution caused by population.

@;Colosseum
@PEDIAIMPROVE14
Peasants and adventurers get drunk here.
Three unhappy citizens are made content

@;Factory
@PEDIAIMPROVE15
A sweaty smith to make things.
Increases resource production.

@;Mfg. Plant
@PEDIAIMPROVE16
Many things can be made here.
Increases resource production by an additional amount.

@;SDI Defense
@PEDIAIMPROVE17
None of your damn business!

@;Recycling Center
@PEDIAIMPROVE18
A sawbones who will kill or cure the serfs.

@;Power Plant
@PEDIAIMPROVE19
A craftsman who makes armaments.
Increases smithy output.

@;Hydro Plant
@PEDIAIMPROVE20
A mill that grinds Korn in little bits.

@;Nuclear Plant
@PEDIAIMPROVE21
A tower filled with crazed magic researchers. 
If not supervised, they might blow up the castle!

@;Stock Exchange
@PEDIAIMPROVE22
A local merchant who will gain as much trade as he can.
Increases tax and luxuries output by a great deal.

@;Sewer System
@PEDIAIMPROVE23
Allows the settlement to grow beyond size 12.

@;Supermarket
@PEDIAIMPROVE24
Giving the farmers some freedom allows them to
produce even more food for the settlement.

@;Superhighways
@PEDIAIMPROVE25
A cunning tax to milk even more cash from the serfs.
You are a scoundrel, and no mistake.

@;Research Lab
@PEDIAIMPROVE26
Dusty old alchemists try to create new compunds
in this chemical-filled magic laboratory.

@;SAM Missile Battery
@PEDIAIMPROVE27
A dedicated group of warriors who will guard
the poor serfs and the settlement.

@;Coastal Fortress
@PEDIAIMPROVE28
Units in city are doubled on defense against
shore bombardment by enemy ships.

@;Solar Plant
@PEDIAIMPROVE29
None of your damn business!

@;Harbor
@PEDIAIMPROVE30
All ocean squares in the city's radius
produce one extra unit of food.

@;Offshore Platform
@PEDIAIMPROVE31
Many trade ships coming into this port
means that all ocean squares in the area
produce more resources.

@;Airport
@PEDIAIMPROVE32
A place where flyers can be healed 
and fly to and from castles on missions.

@;Police Station
@PEDIAIMPROVE33
Decreases unhappiness caused by troops away from city by 1.

@;Port Facility
@PEDIAIMPROVE34
City produces veteran naval units.
Any ship spending its entire turn in the city is
completely repaired.

@;SS Structural
@PEDIAIMPROVE35

@;SS Component
@PEDIAIMPROVE36

@;SS Module
@PEDIAIMPROVE37

@;Capitalization
@PEDIAIMPROVE38
Converts production into trade.

@;Pyramids
@PEDIAIMPROVE39
^Gives farmers a guaranteed charter of rights and freedoms.

^Counts as a Warehouse in every one of the builder's castles.

@;Hanging Gardens
@PEDIAIMPROVE40
^A homage to the mother aspect of the pagan divinity.

^One extra happy citizen in every castle.

@;Colossus
@PEDIAIMPROVE41
^The capital ruling house of Bitterfrost.

^The region produces one extra trade arrow in each square that
already produces one.

@;Lighthouse
@PEDIAIMPROVE42
^A large harbour which serves the commerce of the entire kingdom.

^Triremes can move across oceans w/o danger, and all other
^types of ship have their movement rate increased by one.
^Also, all new ships produced receive veteran status.

@;Great Library
@PEDIAIMPROVE43
None of your damn business!

@;Oracle
@PEDIAIMPROVE44
^A central point of pagan worship.

^Doubles the effect of all of the builder's shrines.

@;Great Wall
@PEDIAIMPROVE45
^An organised effort to create a full-time army.

^Enemy civilizations must offer peace.
^Combat strength doubled against natives.

@;Sun Tzu's War Academy
@PEDIAIMPROVE46
^The builder's army is considered the best in Bitterfrost.

^All new ground units produced gain Veteran status.
^Any unit which wins a combat gains Veteran status.

@;King Richard's Crusade
@PEDIAIMPROVE47
^The builder's kingdom controls the meteoric iron trade.

^Every square in the castle's radius produces extra resources.

@;Marco Polo's Embassy
@PEDIAIMPROVE48
^Merchants will help the builder's kingdom conduct diplomacy.

^The builder receives a free embassy with every rival kingdom.
^And the spy report will always be complete and updates will
^be sent when other kingdoms discover new lore.

@;Michelangelo's Chapel
@PEDIAIMPROVE49
^A church dedicated to the Crusader leader.

^Counts as a Cathedral in each of the builder's keeps.

@;Copernicus' Observatory
@PEDIAIMPROVE50
^A group of mystics who divine unseen knowledge.

^Increases the lore level of the builder.

@;Magellan's Expedition
@PEDIAIMPROVE51
An attempt to map out the land of Bitterfrost.

Movement rate of all ships is increased by two.

@:Shakespeare's Theatre
@PEDIAIMPROVE52
The great store of enchanted lore that has been collected by the Lich King.

All skeletons in the undead capital are content.

@;Da Vinci's Workshop
@PEDIAIMPROVE53
None of your damn business!

@;J.S. Bach's Cathedral
@PEDIAIMPROVE54
A holy place for the highest knights of the Crusader Kingdom.

Decreases unhappy citizens in the same island by 2 per castle.

@;Isaac Newton's College
@PEDIAIMPROVE55
^The lifetime of research conducted by the reknowned sage.

^Doubles lore output of the host castle.

@;Adam Smith's Trading Co.
@PEDIAIMPROVE56
^The recognised centre of trade for the whole island of Bitterfrost.

^Pays the maintenance for all improvements which cost 1 gold per turn.  


@;Darwin's Voyage
@PEDIAIMPROVE57
An academy for the brightest and best workers in the kingdom.

Two free civilization advances.

@;The Statue of Liberty
@PEDIAIMPROVE58
None of your damn business!

@;The Eiffel Tower
@PEDIAIMPROVE59
When you gain the approval of the Thief Guild these benefits occur.

Every kingdom's attitude toward you is immediately shifted 25 points in your favour.
Other kingdoms are also quicker to forget your past transgressions.

@;Women's Suffrage
@PEDIAIMPROVE60
The Mercenary Guild agrees to help defend the builder's kingdom.

Counts as a Mercenary Garrison in every one of your castles.

@;Hoover Dam
@PEDIAIMPROVE61
^A representative guild for all the mill workers in the kingdom.

^Provides a Water Mill to work in all of your castles on the island.

@;Manhattan Project
@PEDIAIMPROVE62
A very powerful enchantment that ensures the builder's unlimited lifespan.

@;United Nations
@PEDIAIMPROVE63
^The builder is declared the absolute lord of Bitterfrost.
^This provides the following advantages...

^* Free embassy with every other kingdoms.
^* Enemy rulers cannot refuse your peace treaties.
^* As a Mercantilism, you can declare war half of the time.

@;Apollo Program
@PEDIAIMPROVE64
^Where dire warriors are armed and trained, no doubt.
^A dark remenant of the former glory of the evil Ancients.

^Eliminates the period of unrest between governments.

@;SETI Program
@PEDIAIMPROVE65
^The vast store of ancient wisdom, preserved in alchemical form within the old tombs of Arkunsol.

^Counts as a Alchemy Lab in every one of your castles.

@;Cure for Cancer
@PEDIAIMPROVE66
^A great tourney and spectacle that is held every year. 
^People travel from afar to witness the games and revelry.

^One extra happy citizen in each castle.

@PEDIAGOVT
@width=600
@title=Rulership
The form of rulership you choose for your kigdom will
affect the way resources are distributed in your castles, the
rate at which your citizens can produce and sustain new units
and improvements, and the extent to which your citizens
have a say in the way you govern them.
^
Some forms of rulership, such as colony, Monarchy, and
later Tribal COuncil and Necromancy, allow you to expand
rapidly, to produce and sustain large numbers of military
units, and to control your affairs completely.
^
Mercantilism and the Mage Council, on the other hand, give your
citizens the freedom to produce vast amounts of trade, which
increases your wealth and knowledge rapidly. On the other
hand, your citizens may grow unhappy when you send military
units out of your castles; also, your lords may try to
interfere in your conduct of foreign affairs.
^
To change your kingdoms's rulership, you must have a rulership
Change--select "Revolution" from the Kingdom Menu.  This
will entail a brief period of Unrest.

@PEDIAGOVT0
@width=600
@title=Unrest
Unrest represents not so much a rulership type as the
lack of any stable rulership. Unrest occurs when your
kingdom's rulership falls, or when you decide to
have a change of rulership. After a few turns of Unrest, 
you will be able to reconstitute your rulership.
^
Unrest is similar to a colony, except that the corruption
rate is VERY HIGH (see entry for colonies).  However, no
taxes are collected during a period of Unrest, and no
lore research can be conducted.

@PEDIAGOVT1
@width=600
@title=Colony
^UNIT SUPPORT
Each unit above the castle size costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each castle will institute
"colony law", making unhappy citizens into content citizens.
^
^CORRUPTION AND WASTE
Colonies have a HIGH rate of corruption and waste.  The
level of corruption in a particular castle is based on its
distance from your capital.
^
^SPECIAL
Under a colony, none of the lore/tax/luxury rates may
be set higher than 60%.  ALSO, ANY SQUARE WHICH WOULD ORDINARILY
PRODUCE THREE OR MORE OF A RESOURCE (FOOD, SHIELDS, TRADE) PRODUCES
ONE LESS.
^
^HINTS
Because the colony system has high rate of corruption, it is almost
always an inferior form of rulership. It also relies on outside help too much.
Try to switch to a Monarchy as soon as possible.


@PEDIAGOVT2
@width=600
@title=Monarchy
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each castle will institute
"royal law", making unhappy citizens into content citizens.
^
^CORRUPTION AND WASTE
Monarchy has a MODERATE rate of corruption and waste.  The
level of corruption in a particular castle is based on its
distance from your capital.
^
^SPECIAL
Under a Monarchy, none of the lore/tax/luxury rates may be set higher than 70%.
^
^HINTS
The first step in a colony becoming a real empire.


@PEDIAGOVT3
@width=600
@title=Tribal Council
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each castle will institute
"tribal law", converting *TWO* unhappy citizens into
content citizens (so a total of SIX unhappy citizens can
be suppressed).
^
^CORRUPTION AND WASTE
Under Tribal Council, tribal control of the economy stops
crime.  Your people, therefore, experience no corruption.
^
^SPECIAL
All SPY units produced under Tribal Council rulerships are
given VETERAN status.  Under Tribal Council, none of the
lore/tax/luxury rates may be set higher than 80%.
^
^HINTS
Tribal Council is best for large, far-flung empires which need
to maintain a large military.  Use your cunning spies to steal 
lore from the enemy kingdoms.

@PEDIAGOVT4
@width=600
@title=Theocracy
^UNIT SUPPORT
Can support many units for free; 
additional units cost one shield each.  
Settlers eat TWO food per turn.  
ONLY Necromancy may produce Vile Skeleton units.
^
^HAPPINESS
Under a Theocracy, NO ZEALOT IS EVER UNHAPPY!
^
^CORRUPTION AND WASTE
Theocracy has a LOW rate of corruption.
^
^SPECIAL
Under Theocracy, none of the lore/tax/luxury rates may be set higher than 80%.
^
^HINTS
Theocracy eliminates all happiness problems and provides
an excellent revenue.  Lore research tends to languish.


@PEDIAGOVT5
@width=600
@title=Mercantilism
^UNIT SUPPORT
Each unit costs one shield per turn.  
Settlers eat TWO food per turn.
^
^HAPPINESS
Each military unit AFTER THE FIRST which is not in a friendly
castle (or a fortress within 3 spaces of a friendly castle)
causes one citizen in its home castle to become unhappy.
^
^CORRUPTION AND WASTE
Mercantilism has a LOW rate of corruption and waste. 
The level of corruption in a particular castle is based on its
distance from your capital.
^
^SPECIAL
Under a Mercantilism, each square which ordinarily produces at
least one unit of trade produces an extra unit.
None of the lore/tax/luxury rates may be set higher than 80%.
^
^HINTS
Switching to a Mercantilism can give an astounding boost to your
lore and tax revenues, although you'll probably have to
divert some of your trade to luxuries.  It becomes more
difficult (and expensive) to keep an army in the field, but
building the Mercenary Charter wonder can help with this
problem.

@PEDIAGOVT6
@width=600
@title=Necromancy.
^UNIT SUPPORT
Each unit costs one shield per turn.  
Settlers eat TWO food per turn.
^
^HAPPINESS
Each unit which is not in a friendly castle 
(or a fortress within 3 spaces of a friendly castle)
causes TWO citizens in its home castle to become unhappy.
^
^CORRUPTION AND WASTE
The Undead experiences NO corruption or waste.
^
^SPECIAL
Each square which ordinarily produces at least one unit 
of trade produces an extra unit.
The units and castles of a Necromancy are 
immune to foul mortal BRIBERY of all forms.
The lore/tax/luxury rates may be set to any level
desired.
^
^HINTS
Skeltons can produce spectacular amounts of revenue and
lore research.  

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